Okaaay....
TL12 400 dTon SDB, designed to be seriously gun-happy. I make no claims that this ship is invincible, but it certainly packs a punch disporportionate to its displacement against medium-weight foes.
Hull:
Well, if it's an SDB, it's operating in a populated system and has no need to jump, its fuel requirements will be pretty low, and if it's dependent on resupply for hard rounds then it'll be meeting up with a tender or returning to base regularly. As a result, self-refuelling capacity isn't really needed.
TL12 Class 4 Dispersed Hull
Armour:
The way armour works in traveller, you might as well take your TL in the best armour available as a first choice. TL12 Crystaliron makes you functionally immune to nukes, pulse lasers and similar, takes the sting out of particle beams. Add radiation shielding and your bridge and computer are hardened into the bargain.
Drives:
A maxed-out M-Drive is almost a given for a brawler - speed to close, agility to dodge and so on. This requires a Class M drive to give you the capacity for 6-G manouvres, and hence requires a similar class power plant. A TL12 drive will be nice and compact, which is good - a ship like this is always going to have a use for saved tonnage, whether for armour, hull reinforcement, or ammunition.
Fuel:
There's really no reason for an SDB to carry more than 2 Weeks fuel. Based off the Transit Times table, with a 6G drive six days is a round trip to anywhere in the same system.
Bridge:
It's a warship, so Holgraphic Controls are usually a good buy. High initiative means lots of reactions, which pairs nicely with a high thrust drive to allow lots of dodges.
Electronics:
Very Advanced are the cutting edge of military hardware at TL12. So might as well be used.
Computer:
Again, take the best you can. Rating 20 lets you run some shiny software.
Software:
Evade/2 is cheap and helps as you close. Once within range, you need to be killing things quickly, so close it down and boot up Fire Control/4, which is enough to land accurate autofire on most targets.
Weapons:
The weakness of the railgun is that it's actually no more powerful than the turret mount particle beam - which is five times less massive and available a tech level earlier. In order to really get people's attention, bay weapons are the order of the day. Fortunately, that same high-powered fusion plant that lets you run a thrust-6 M-Drive also allows a 400 dTon ship to run two bay weapons. Taking advantage of the miniaturized TL12 railgun, you can fit two large bay mounts - two auto-12 bursts every turn, or the equivalent of 12 barbette mounts on a 400 dTon ship.
Point defence is easy. Sandcasters in turrets. I'm never quite sure how the point defence rules work with multi-barrel turrets, so I'm ducking the question and taking single turrets. TL9 Mounts can take the Accurate upgrade, which is good for the point defence role.
Ammunition:
Railguns are easy - a large railgun bay has 400 rounds of internal storage, the equivalent of a 20 dTon magazine on the ship. Significantly increasing the ship's ammo reserves over what it's carrying already is next to impossible, so let's not bother.
Sandcaster ammo is simple - one dTon per turret each of Chaff and Sand gives you a nice, flexible defence.
Crew:
Using the Full requirements, 16 crew should do it - 8 gunners, 2 engineers, three pilots, one navigator, and two officers. If you feel that the 'navigator' job is for jump-capable ships only, swap him for a medic.
That requires eight double staterooms all told.
Extras:
3 dTons of luxuries ups the living standard to that of Middle Passage (pretty good) and, since the ship will be operating in a populated system, escape pods might actually do some good. An armoury kits out the crew pretty well - with some (assumed) training and the armour and carbines drawn from the armoury, a marine contingent is pretty redundant. This ship isn't designed to board others anyway, just blow them to scrap.
As for other durability increases, a Reinforced Hull upgrade pushes the hull score by almost half again, allowing you to take significantly more punishment before those painful internal hits, and slapping armoured bulkheads on, around or under pretty much anything combat-essential means that systems take quite a beating before being disabled.
Pugilist-Class SDB
Hull: TL12 Class 4 Dispersed, Reinforced Hull (x1) - Hull 13, Structure 8
Armour: Radiation Shielded TL12 Crystaliron - Armour 12(+6)
M-Drive: TL12 Manouvre-M - Thrust 6
P-Plant: Fusion-M, Emergency Power - Rating 6
P-Plant Fuel: 2 Weeks
Bridge: Holographic Controls - Initiative +2
Electronics: Very Advanced - DM+2
Computer: Model 4 - Rating 20, Hardened (Radiation Shielding)
Software: Evade/2, Fire Control/4, Manouvre/0, Library
Hardpoint #1: TL12 Large Railgun Bay, 400 Rounds Ammunition Internal
Hardpoint #2: TL12 Large Railgun Bay, 400 Rounds Ammunition Internal
Hardpoint #3: Single Turret (TL9 Accurate Sandcaster)
Hardpoint #4: Single Turret (TL9 Accurate Sandcaster)
Ammunition: 40 Sand Barrels, 40 Chaff Barrels
Crew: 8 Double Staterooms
Extras: 3 dTons Luxuries, 16 Escape Pods, Armoury
Armoured Bulkheads: Armour, M-Drive, P-Plant, Fuel, Bridge, Weapons
Total Cost (ex Ammunition & Fuel): 374.5 MCr (337 MCr as a standard design)
Ammunition & Fuel (Full Load): 72,000 Cr
Monthly Maintenance: 31,215 Cr
Monthly Life Support: 24,000 Cr